For those out of the loop: Annex is a so called total conversion mod (albeit standalone) of Megaglest. You can read up on its development and the latest news in their forum post on the MG forums.
Software reviews including EDI softwares & CRM Softwares
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So, to all those familiar with the Glest project...
Not familiar? Glest is a popular 3D RTS that wowed the Free gaming scene with it's high quality graphics and polished gameplay back when it was released in 2006.
...it has evolved into 3 distinct codebases, with differing features:
For some good videas of both forks, go to player UltiFD's youtube channel.
My impression of the different development approaches for MegaGlest and GlestAE is that MegaGlest development is driven by a "whatever works" mentality to make rapid improvements and bring more features to players. GlestAE development seems to be based on a much longer term outlook, with most work being fairly significant in nature and few basic improvements.
Both MegaGlest and GlestAE have remained much lower profile than perhaps the efforts of the developers have deserved. Whilst Glest remains popular, and enjoys many downloads due to high Internet profile, there is no mention of MegaGlest and GlestAE on the homepage and only people diving into the forum will discover them.
Lacking features and stability, players who fall away after trying Glest may have stuck around if they encounter MegaGlest or GlestAE, but they are unlikely to ever try them. Hopefully this will change now MegaGlest has an amazing website and will start to gain an Internet profile of its own.
Another issue is the increasing amount of time spent porting improvements between the two forks.
A further issue is that, since GlestAE has features that MegaGlest doesn't (and, to a lesser degree, vice versa), there is an increasing divergence in the modding communities.
Well, the story may yet have a happy ending. After a brutal conflict, with bloodshed, riots, toppled dictators, eathquakes and... wait, I'm looking at the wrong screen...
After much pressing by Internet trolls and well wishers, it seems that a joining of efforts is in the offing.
Even if the efforts do merge, they may still remain separate entities. Reading through the post, there's talk of official liasons between the projects and all sorts. It seems a bit more complicated than you might expect.
There's even a distant hope that the resultant efforts of the GlestAE/MegaGlest merger may result in Glest 4.0 if the community finally takes over the now-abandoned Glest project.
Glest forks (MegaGlest, at leasT) now can have cliffs! This opens up a lot of possibilities when it comes to map design and gives the game a bit of vertical depth, making it look cooler (in my opinion - and I am incredibly cool).
Somebody with a peculiar middle name is making a fully-3D Glest-inspired game called GlestNG - it will use Glest assets but otherwise be completed written from scratch using Ogre3D. Will it ever become playable? Who knows, but it's intriguing nonetheless. So just when two forks merge, another project arises to take the spare seat. Hah!
A completely cool mod Annex Conquer The World (moddb) has been teasingly dangled in front of us, with acclaims already including: "Easily the best Glest mod since the original Magitech!!"
Let's hope it gets released as Free software! ;-)

Rigs of Rods is going open source. How cool is that?
Rigs of Rods (also known as RoR), is a truck, car, airplane and boat simulator. You can drive, fly or sail in total freedom in an open environment. What makes RoR different to most simulators is its unique soft-body physics: vehicles chassis and wheels are simulated in real-time as flexible objects, giving the simulation an extremely accurate behavior, while allowing the vehicles to be simply specified by their structural composition, as a network of interconnected nodes (forming the chassis and the wheels). Crashing into walls or terrain can permanently deform a vehicle in a realistic manner. In addition to its unique soft-body physics, RoR also features an advanced flight model based on blade element theory, allowing the accurate simulation of any airplane, base on their physical dimensions and wing airfoils. It also features an accurate buoyancy model based on elemental pressure gradients, enabling boats with complex hulls to move realistically in the swell.
Thanks to Mantar for the heads up. Here's a video showing just how cool it looks:
Well Glest 3.2 is out. Which is interesting given I proclaimed official Glest development dead* and Glest Advanced Engine to be its successor. It's like I just made it all up. Only I didn't, there was a thread where the official Glest developers stated that GAE would become official Glest. The link now goes to an inaccessible page. However, I'm not the only one who found it and logged it. Sadly Google obviously hadn't, since there's no cache available.
* FYI "Glest is dead, long live Glest!" is a play on "The King is dead, long live the King!" I didn't mean it was actually dead.
So, either the good news is that the main Glest developers have returned, or that the Glest team (new and old) has decided to make things look a little more cohesive, or somebody is playing a practical joke on me and posting grumpy anonymous comments implying that I am inciting trouble. Either way, it's great to see a new Glest release.
Glest 3.2 brings Lua scripting support, a new tileset, and tutorials as its primary features. I think more was expected, but given the lack of activity, the developers decided to push out a toned down 3.2 release instead.
Freelords tech release 0.03 has been released. Ignore the website, which says 11th Feb 2008, it's a typo. New graphics and new features, although it is still not quite playable yet.
Some other releases that piqued my interest: Neverball 1.5.0, Tennix 0.7.0, Vacuum Magic 0.9.
In the article reviewing simulation games, I lamented a lack of documentation for Simutrans. I was a bit off, there is plenty. It's just a bit scattered. For those who want to try it, I suggest starting with the wiki and specifically this page on transportation basics. There are also several errors in the article that stem from me writing it ad hoc and not proof reading properly, but I'm too lazy to correct them.
In the comments somebody offered to help out with FreeTrain development, the didn't leave any contact details and didn't get in touch. Still looking for help from C# developers for FreeTrain. Please leave details or email me - freegamerblog at gmail.
There did seem to be a bit of a negative slant from some commentors on the article in general. There were those lamenting that there is no depth (5 playable games not enough for you?) and those lamenting that Lincity-NG was not enough like Sim City 2k (no-win scenario, if it was a clone there would also be complaints). Come on guys and gal! Lighten up a bit!
It's something-am, I have overdue work, and a Freshmeat announcement put a bee in my bonnet about posting.
LinCity-NG 2.0 is out in the wild, and boy is it starting to look like a nice game. There are only two things that look a bit weak these days - the name (NG? Linux-only?) and the UI (a bit scrappy). For those who don't know, LinCity-NG is a GotM fork of Lincity which brings it into this century with much nicer graphics and a more informative user interface.
Plenty of nice new graphics (notably vegetation, grass, trees) make the game look aesthetically smooth. New resource management (water) adds to the depth of gameplay. There's a load of other new aspects too but there's no official announcement and I'm too busy procrastinating to go digging.
Glest (the 3D RTS) is dead, long live Glest! No, really. Mainline Glest development has ended and Glest Advanced Engine (information), a community-born enhancement, is to officially become the new Glest. Glest Advanced Engine is a project built on top of Glest, that adds new features to the game, it includes both new code and data.
There's a whopping development update on the UFO:AI website (3D TBS RPG). I would link directly, for posterity, but there's no direct links or rss or anything like that. So I guess I have to summarize. Bah!
Map editor improvements, 3D geoscape improvements, UI improvements, new music, sounds & models, new hiring screen, texture updates and new textures, AI infrastructure updates, battlescape improvements, aircraft updates, balancing work, improvements to campaign system, er... basically everything got a bit better.
It looks like the next release will kick serious alien a$$, and really this project is producing one of the stand out open source games, I'm sure you'll all agree. Not that the game doesn't have weaknesses. A lack of really talented core developers mean features like destructible terrain and buildings (a feature found in the original 2D UFO games) is not currently possible. Such issues come down to the underlying technology which is built on an enhanced version of the Quake 2 source.
I'm sure there's some smaller game updates I'm forgetting, like perhaps Word War Vi 0.25 or Vacuum Magic 0.8 or Free Vikings 0.8 or something, but for the life of me I just can't seem to remember... *shrugs*
Early morning edit: just came across Open Simulator. Kinda WTF.
Post-early-morning-edit edit: aaaaaaahhhhh I remember now. The 3D Ultima Online client project Iris2 has a new stable release. Lots of improvements and it looks great. I wonder when the UO community will wake up and move over to an all-open-source platform. :-)